public void InitGame(LevelManager.LEVEL playingLevel) { //don't initiate the game if the game is already running! if (currState == State.Playing) { return; } // set the state currState = State.Playing; audioEnemyMovement.Play(); // get level info LevelManager.LevelInfo lvlInfo = LevelManager.GetLevelInfo(playingLevel); // set current level to starting level currentLevel = playingLevel; // create enemy wave enemyManager.CreateEnemyWave(lvlInfo.enemyInXPos, lvlInfo.enemyInYPos, lvlInfo.enemyInZPos, lvlInfo.enemyMovingSpeedFactor, lvlInfo.enemySeparationSpacing); // update player lives in ui uiManager.updateLivesRemaining(player1.StartingTotalLives); // update current level in ui uiManager.updateLevelNumber((int)playingLevel + 1); // show text on the graffiti RefreshUI(); }
void GUIStateLoad() { Vector2 centerGroupSize = new Vector2(guiLoad.scrollviewSize.x, guiLoad.scrollviewSize.y + guiLoad.verticalSpacing + guiLoad.btnSize.y); Rect r = new Rect(trgtRes.x / 2 - centerGroupSize.x / 2 + guiLoad.centerGroupOffset.x, trgtRes.y / 2 - centerGroupSize.y / 2 + guiLoad.centerGroupOffset.y, centerGroupSize.x, centerGroupSize.y); GUI.BeginGroup(r); r = new Rect(0, 0, guiLoad.scrollviewSize.x, guiLoad.scrollviewSize.y); string[] files = System.IO.Directory.GetFiles("Levels/", "*.lev"); Rect viewRect = new Rect(0, 0, 0, files.Length * guiLoad.itemBtnSize.y + (files.Length - 1) * guiLoad.verticalSpacing); loadScrollPos = GUI.BeginScrollView(r, loadScrollPos, viewRect); r = new Rect(0, 0, guiLoad.itemBtnSize.x, guiLoad.itemBtnSize.y); for (int i = 0; i < files.Length; i++) { int start = files[i].LastIndexOf("/") + 1; int end = files[i].LastIndexOf("."); string levelName = files[i].Substring(start, end - start); if (GUI.Button(r, levelName)) { selLevInf = lm.LoadLevelInfo(levelName); } if (i+1 != files.Length) { r.y += guiLoad.itemBtnSize.y + guiLoad.verticalSpacing; } } GUI.EndScrollView(); r = new Rect(0, guiLoad.scrollviewSize.y + guiLoad.verticalSpacing, guiLoad.btnSize.x, guiLoad.btnSize.y); if (GUI.Button(r, "Back")) { lastState = state; state = State.Pause; selLevInf.levelName = ""; } GUI.EndGroup(); if (selLevInf.levelName != "") { GUIDisplayLevelInfo(); } }